Reply to Re: Dink HD - Good Shadows Patch
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I respectfully disagree; while I agree that true alpha-channel support would be nice, I think that having the Dink engine convert from checkerbox to alpha shadows directly is better than converting all existing graphics to use alpha shadows for a couple reasons:
1) As currently implemented, this works with all existing D-Mods without needing to change them (which would greatly increase the download size and file size of all graphics).
2) Right now this can be enabled/disabled from the Dink HD options menu, as it may have a performance cost associated with it.
And... actually... with what I learned updating the checkerboard code, I'm pretty sure Dink supports alpha channel already.
[5 Minutes Later]
Yep!
Apparently Photoshop is the issue; it can't write .bmp with alpha channel, but PixelFormer can (https://stackoverflow.com/a/34572996). So you can use Photoshop to create transparent .pngs, and use PixelFormer to convert those to transparent .bmps.
I tried converting the Initiation lantern to alpha channel, and it works (and plays nice with the 'good shadows' too):
I might play around with this more.
It even 'kind-of' works in FreeDink; it has some unintentional flickering issues, where if the size of the lantern sprite is 100%, it is solid black, but if the size of the sprite is something like 105% or 110%, then it is solid black every-other-frame or so (and literally flickers on-and-off).
Doesn't work at all in v1.08.
1) As currently implemented, this works with all existing D-Mods without needing to change them (which would greatly increase the download size and file size of all graphics).
2) Right now this can be enabled/disabled from the Dink HD options menu, as it may have a performance cost associated with it.
And... actually... with what I learned updating the checkerboard code, I'm pretty sure Dink supports alpha channel already.
[5 Minutes Later]
Yep!
Apparently Photoshop is the issue; it can't write .bmp with alpha channel, but PixelFormer can (https://stackoverflow.com/a/34572996). So you can use Photoshop to create transparent .pngs, and use PixelFormer to convert those to transparent .bmps.
I tried converting the Initiation lantern to alpha channel, and it works (and plays nice with the 'good shadows' too):
I might play around with this more.
It even 'kind-of' works in FreeDink; it has some unintentional flickering issues, where if the size of the lantern sprite is 100%, it is solid black, but if the size of the sprite is something like 105% or 110%, then it is solid black every-other-frame or so (and literally flickers on-and-off).
Doesn't work at all in v1.08.